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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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fix(角色平衡): 调整多个角色的移动速度和攻击冷却时间
修改MTY、Dog、Cat和Hen角色的移动速度参数,降低部分角色的速度以平衡游戏性 调整Dog和Hen的攻击冷却时间范围,使战斗节奏更合理 简化Hen的攻击逻辑,移除随机子弹数量生成
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@@ -3,17 +3,17 @@ class_name Maodie
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func register():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 75
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fields[FieldStore.Entity.MAX_HEALTH] = 75
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fields[FieldStore.Entity.MOVEMENT_SPEED] = randf_range(0.5, 0.8)
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fields[FieldStore.Entity.MOVEMENT_SPEED] = randf_range(0.4, 0.65)
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attackCooldownMap[0] = randi_range(5000, 8000)
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attackCooldownMap[0] = randi_range(5000, 8000)
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sprintMultiplier = randf_range(5, 15)
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sprintMultiplier = randf_range(5, 15)
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func spawn():
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func spawn():
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texture.play("walk")
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texture.play("walk")
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func ai():
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss)
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PresetEntityAI.follow(self , currentFocusedBoss)
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tryAttack(0, true)
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tryAttack(0, true)
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func attack(type: int):
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func attack(type: int):
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if type == 0:
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if type == 0:
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BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0)
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BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self , position, 0)
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trySprint()
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trySprint()
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return true
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return true
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func sprint():
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func sprint():
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@@ -4,7 +4,7 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 120
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fields[FieldStore.Entity.MAX_HEALTH] = 120
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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attackCooldownMap[0] = randi_range(100, 500)
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attackCooldownMap[0] = randi_range(1000, 3000)
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func spawn():
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func spawn():
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texture.play("walk")
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texture.play("walk")
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func ai():
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func ai():
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@@ -5,15 +5,14 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 100
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fields[FieldStore.Entity.MAX_HEALTH] = 100
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.3
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.3
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fields[FieldStore.Entity.OFFSET_SHOOT] = 10
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fields[FieldStore.Entity.OFFSET_SHOOT] = 10
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attackCooldownMap[0] = randi_range(2000, 5000)
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func spawn():
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func spawn():
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texture.play("walk")
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texture.play("walk")
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func ai():
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func ai():
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attackCooldownMap[0] = randi_range(1500, 4000)
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PresetEntityAI.follow(self , currentFocusedBoss, 300)
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PresetEntityAI.follow(self, currentFocusedBoss, 300)
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tryAttack(0)
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tryAttack(0)
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func attack(type):
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func attack(type):
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if type == 0:
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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var weaponPos = findWeaponAnchor("normal")
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for i in randi_range(1, 4):
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BulletBase.generate(ComponentManager.getBullet("Star"), self , weaponPos, (currentFocusedBoss.position - position).angle())
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BulletBase.generate(ComponentManager.getBullet("Star"), self, weaponPos, (currentFocusedBoss.position - position).angle())
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return true
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return true
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@@ -6,7 +6,7 @@ var MIN_ATTACK_DISTANCE = 400
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func register():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 400
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fields[FieldStore.Entity.MAX_HEALTH] = 400
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.7
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attackCooldownMap[0] = 4000
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attackCooldownMap[0] = 4000
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attackCooldownMap[1] = 3000
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attackCooldownMap[1] = 3000
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attackCooldownMap[2] = 500
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attackCooldownMap[2] = 500
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